In This Article:

The main camera functions are available via the Camera panel of the Scene Viewport: you can switch between cameras, add new cameras to the current world, open the Camera Settings window or lock the current camera.

Camera Panel

By default, there are 2 cameras in the world:

Engine Camera that is created from the world script. The view from this camera is rendered in a separate Engine Viewport, and you cannot change its settings via the UnigineEditor. This camera represents current player. The Engine Camera can be changed via the script.

Scene Camera that is created from the editor script. This is the default camera of the UnigineEditor.

Notice

Both, the Engine Camera and the Scene Camera, always exist in the world.

You can also add new cameras. Such cameras can be used as watchpoints in the world: you can position the cameras at different points of the world and then switch between them via the Camera panel of the Scene Viewport when it is necessary.

By default, a new camera is locked.
If you change the position or orientation of the locked camera by using the
navigation controls, these changes will not be saved.
See Positioning Camera for details.

When the camera is locked (
), you can freely move it in the current world without recording changes in its position or orientation.

If you unlock (
) the camera, it will return to its initial position and further movement of the camera will be recorded.

To set and save a new position and orientation for the camera by using the navigation controls:

Click
to unlock the camera.

Notice

If you don't unlock the camera, the new position and orientation will not be recorded.

Place the camera to the required position and/or change its orientation by using the controls.

Click
to lock the camera. The position and orientation of the camera will be saved.

Also you can position the camera by selecting it in the World Hierarchy window and directly changing its transformation via the Parameters window. In this case, there is no need to unlock it: the new position will be saved anyway.

The option is available only in the orthographic camera mode (the Ortho option is checked).

Field of View(available only for the perspective mode)

Mode

FOV mode. The available values are:

Vertical FOV is used for the standard camera. In this case, the FOV is set in degrees.

Physically-Based Camera is used for the physically-based camera with the horizontal FOV. In this case, the FOV is calculated depending on the film gate and focal length of the camera according to the formula:

FOV = 2 * atan(film_gate / (2 * focal_length)) * UNIGINE_RAD2DEG

Vertical FOV Settings

Physically-Based Camera Settings

Degrees

Camera's vertical field of view in degrees. This is the area that can be seen in the viewport (how many degrees the camera covers).

Lower values decrease the depth precision of the scene and cause z-fighting, flickering and moire patterns.

Higher values increase the depth precision. But they also cause objects in front of the camera disappear.

Far

Distance to the camera far clipping plane. It directly affects the light scattering results and the sky color.

Recommended value is 10000 units (maximum up to 20000 units).

Lower values are insufficient for proper light scattering and result in dark sky color. Higher values do not grant desired depth precision.

Masks

Viewport

A viewport bit mask for the camera that enables to selectively display objects, decals and lights in the camera viewport. If at least one bit matches, the object, decal or light will be rendered.
The mask can be edited.

Reflection

A reflection bit mask for the camera that enables to selectively display reflections from objects.
The mask can be edited.

Reverberation

A reverb mask for the camera determines what reverberation zones can be heard. At least one bit of this mask should match the reverb mask of the sound source and the reverb mask of the reverberation zone.
The mask can be edited.

Sound

A sound mask for the camera that what sound channels can be heard. If at least one bit matches the sound source mask, the sound can be heard. Each bit of the source mask specifies a sound channel.
The mask can be edited.